Hi all.
I want to make rounded-corner texture in UITexture as facebook avatars in draggable panel.

To do that I decided to change soft-clipping shader, so it will take alpha texture.
Here's the code:
Shader "vtornik/iphone/avatar_shader (SoftClip)"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_AlphaTexture ("Base (A)", 2D) = "" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _AlphaTexture;
float4 _MainTex_ST;
float2 _ClipSharpness = float2(20.0, 20.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
// Sample the texture
fixed4 alpha = tex2D(_AlphaTexture, IN.texcoord);
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
col.a *= alpha.a;
return col;
}
ENDCG
}
}
Fallback Off
}
The problem is the first time they are being showed textures become all gray. After I drag draggable panel, hide and show texture, it becomes normal.
What's the problem with shader? How to solve this?